Fire Imp

Fire Imp

Tiny fiend, lawful evil
  • Armor Class 13 (natural armor)
  • Hit Points 14 (4d4+4)
  • Speed 20 ft., fly 40 ft.
  • STR
    5 (-3)
  • DEX
    14 (+2)
  • CON
    12 (+1)
  • INT
    10 (+0)
  • WIS
    10 (+0)
  • CHA
    14 (+2)
  • Skills Deception +3, Stealth +4
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Common, Infernal
  • Challenge 1/2 (100 XP)
  • Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
  • Fire Absorption. Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.
  • Heat Metal (1/Day). As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).
  • Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

  • Fire Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.
  • Hurl Flame. Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.